Thursday, 12 July 2018

5e Fallout: Skillful Soldiers and Custom Creations!

I've got a pretty big update for Fifth Edition Fallout fans! First: I've created some more statblocks for you to use! Second: you're now free to submit your own!

Soldiers added to the Wiki

As of today, soldiers have been added to the Fifth Edition Fallout wiki! There's a lot of content on this page, including:
  • 10 soldier statblocks
    • Conscript (CR 1/8)
    • Recruit (CR 1/4)
    • Private (CR 1/2)
    • Corporal (CR 2)
    • Sergeant (CR 3)
    • Lieutenant (CR 5)
    • Captain (CR 7)
    • Major (CR 9)
    • Colonel (CR 11)
    • Brigadier (CR 13)
  • A sidebar providing guidance on adjusting the base statblocks to represent members of the following factions:
    • Caesar's Legion
    • Gunners
    • Minutemen
    • New California Republic Army
    • Talon Company
  • A sidebar providing guidance on adjusting Corporals and Sergeants to represent NCR Military Police officers.
    • MP Corporal (CR 2)
    • MP Sergeant (CR 3)
  • A sidebar providing guidance on adjusting soldiers of Private rank and higher to represent reconnaissance specialists (eg. NCR's First Recon or Legionary Scouts).
    • Recon Private (CR 1/2)
    • Recon Corporal (CR 2)
    • Recon Sergeant (CR 3)
    • Recon Lieutenant (CR 4)
    • Recon Captain (CR 6)
    • Recon Major (CR 8)
    • Recon Colonel (CR 10)
    • Recon Brigadier (CR 11)
  • A sidebar providing guidance on adjusting soldiers of Lieutenant rank and higher to include T51b power armour.
    • Power Armoured Lieutenant (CR 10)
    • Power Armoured Captain (CR 12)
    • Power Armoured Major (CR 14)
    • Power Armoured Colonel (CR 16)
    • Power Armoured Brigadier (CR 16)

Including all variations in the sidebars, that's 25 types of soldier for your PCs to fight or to ally with.

I'd originally planned on creating statblocks for mercenaries, Minutemen, NCR Soldiers, and Caesar's Legion. But I realised these would be very similar and could probably treat them as a single category. By combining all these factions into the "Soldiers" grouping, I've managed to reduce 43 planned statblocks to 10 which is a significant reduction in the number of creatures still required before I can say the bestiary is complete! I'm counting it as a big win!

Homebrew Creatures

Are you tired of waiting for me to get around to your favourite Fallout creatures? Or perhaps you're not so keen on the way I designed some of the creatures already in the bestiary? Simply want additional variants of an existing creature?

Well now you have the opportunity to fix these issues!

Yesterday I spent some time setting up a new section of the Fifth Editon Fallout wiki that members can contribute to: the Homebrew Bestiary. You can start contributing your own homebrew creatures by following this guide.

Everything should be working but if you have any troubles signing up, please send a tweet my way or leave a comment!

Thursday, 5 July 2018

5e: Resources for Random Character Creation

One of my favourite things in Xanathar's Guide to Everything is the section entitled This is Your Life. I like creating my own character backstories a lot, but as I read through the random tables in this section it sparked a lot of ideas, and I began to think it might be fun to let the dice decide and then use my own creativity to fill in the blanks, no matter how strangely disconnected the results might seem.

Of course, the tables in Xanathar's Guide to Everything only determine story elements. Your race and class choices are left entirely in your hands. But what if you're open to trying anything? I know of two resources that can help you.

Additionally, there are a number other resources available that will determine yet more aspects of your character at the drop of a die. The following sources can be of use to you:

Xanathar's Guide to Everything

Xanathar's Guide includes the aforementioned This is Your Life, which is populated with tables to determine your character's origins, decisions they have made, and events that have occurred in their past, along with enough tables to flesh out key details of NPCs connected to your backstory.

You'll also want to look at the character options for your chosen (or randomly generated!) class, as each class has a handful of new tables to help you flesh your character out. Admittedly, some of these tables are populated with more inspiring results than others, but they're worth a look.

The Player's Handbook

After you've determined your background using Xanathar's Guide or one of the alternatives listed above, don't forget to take a look at the trait, ideal, bond, flaw, and background-specific random tables (like the charlatan's scam table). You may find that some of your backstory results from Xanathar's Guide already suggest answers to some of these, in which case you might not need to roll!

The Dungeon Master's Guide

Granted, many players don't own a copy of the Dungeon Master's Guide but it deserves a mention here by merit of its excellent tables for creating an NPC. Why not use them for a PC, if you've decided to randomise?

The tables let you generate unique physical/appearance traits, talents, distinctive mannerisms, social behaviours, ideals, bonds, and flaws and secrets.

If your character is evil, don't forget to take a look at the tables for villain's scheme, villain's methods, and (with DM approval), your single villain's weakness!

@TheKindGM's Character Creation Tables

These character creation tables, released as a Pay What You Want product on DMsGuild, have a dual purpose: a complete listing and page reference for every race, class, and archetype from all the following sources:

  • Player's Handbook
  • Dungeon Master's Guide
  • Elemental Evil Player's Companion
  • Sword Coast Adventurer's Guide
  • Volo's Guide to Monsters
  • Xanathar's Guide to Everything
  • Unearthed Arcana (official playtest material)
  • Plane Shift (Magic the Gathering content for 5e)

In addition to page reference numbers, the character options are arranged on tables and assigned numbers so that you can randomly determine all your decision points when making a character. The distribution of results is equal (or as equal as is possible), so you have a good chance of getting any combination.

The character creation tables haven't been updated to include Mordenkainen's Tome of Foes just yet, but that's likely on the cards in the near future.

A limitation of these tables (for the purpose of complete randomisation, at least) is that background and race options from different books/sources are kept as separate tables and it is up to the player to decide which table they want to roll on. If you want to remove these decision points, this is fixed fairly easily. Here are a few options you might consider:

  1. For backgrounds, note that there are 13 options in the Player's Handbook and 12 in the Sword Coast Adventurer's Guide. That means 52% of backgrounds are in the PHB, so you can roll d100: 1-52: PHB, 53-100 = SWAG.
  2. For races, here are two options:
    1. Refer to the table entitled What You Need which lists the sources used. Assign a value to each and use those values to randomly determine a single sourcebook at the beginning of the process. At each stage, use the tables for race or subrace from that sourcebook. When a sourcebook includes subrace options but no races (eg. Sword Coast Adventurer's Guide, use the race table from the Player's Handbook.
      • If you want to use all available sources, including unofficial content, assign values from 1 through 8 starting from the top of the table and then roll a d8. If you roll an 8, Plane Shift, assign the 5 options two-digit ranges between 1 and 10 (1-2 for Amonkhet, 3-4 for Innistrad, etc.) and roll 1d10 to determine which you use.
      • If you want to use only official sources, assign values from 1 through 6 starting from the top of the table and ignore the last two rolls, then roll a d6.
    2. Use the tables below. The percentage chance is weighted based on the combined number of races and the distribution of those races throughout the sources. Plane Shift was not included because I'd have to create 5 more tables and it was too much of a PITA, but you get the idea if you want to make one for yourself!

Race Options
(Official Only)

Player's Handbook
Elemental Evil Player's Companion
Volo's Guide to Monsters

Race Options
(inc. Unearthed Arcana)

Player's Handbook
Elemental Evil Player's Companion
Volo's Guide to Monsters
Unearthed Arcana

@giffyglyph's Darker Dungeons

Darker Dungeons is a set of houserules intended to make a D&D 5e game a grittier, more risk-prone experience. One of the optional rules presented is to randomly generate everything about your character. Accordingly, Darker Dungeons includes several pages of random tables for both character options, backgrounds, and unique features/personality traits.

The character class and race options are up to date with Mordenkainen's Tome of Foes, but the backgrounds are limited to only those in the Player's Handbook.

It's worth noting that the race and subraces are weighted, making some results more common than others. You have a 40% chance of rolling up a human, for example, and a 5% chance of becoming a gnome, or a 0.5% chance of being a deep gnome/svirfneblin. These weightings make sense when we think about the actual distribution of the various races, and it helps build out the grittier, more down-to-earth world Darker Dungeons seeks to create. They may not be to everyone's taste - you may prefer your heroes to be exceptions to the world's normal ruless. If that describes you, here's a quick fix: there are 18 races, so assign values to each starting from the top of the table then roll a d20. On a 19, reroll. On a 20, you choose.

@giffyglyph's tables shine when it comes to Character Details. Some of these tables overlap with those in Xanathar's Guide (family and memories, for instance), but provide an alternative approach. Others generate details unexplored in Xanathar's Guide, including weight, height, distinctive features, and habits. The motivation table is also excellent.

There's lots of other great resources/house rules in the document, but they're beyond the scope of this article. I'd simply encourage you to check them out!

Disclaimer: I recently discovered @giffyglyph is a real-life friend, but that has no bearing on my opinions about what he's created here - and he's not asked me/offered me anything to tout praises (I'd accept a pint in retrospect though, if you're reading this. :P)

Combining Resources

To create a character thoroughly at random, why not mix tables from any of the above?

We might choose to randomly determine race, class, and background using either @TheKindGM's character creation tables or @giffyglyph's Darker Dungeons, depending on whether we want weighted results for race or not. If we choose Darker Dungeons but want more background options, we could patch in the relevant tables from @TheKindGM's document.

After generating backstory details using Xanathar's Guide to Everything, we might use Darker Dungeons and/or the Dungeon Master's Guide to establish details about our character's appearance and mannerisms, and use those same tables to also flesh out any non-player characters we created along the way! We can also refer to the character options tables in Xanathar's Guide and roll on the tables for our background (ideals, bonds, etc.) at this point.

Next time, I'll walk through the process of creating one or two characters using tables from some of these sources.

Tuesday, 26 June 2018

5e: Warlock Patron, The Wilderheart

Hot on the heels of The Noble Genie, here's another warlock patron: the nature-themed Wilderheart!

The Wilderheart

You have forged a relationship with a land guardian (also known as a land wight or genius loci). These nature spirits are bound to a particular place, essentially becoming that place's own living essence, as well as its protector. Your patron is an atypically powerful example known as a Wilderheart, the spirit of a vast swathe of creation the size of a nation. There are many theories as to the origins of the Wilderhearts: Servants of the nature gods. Manifestations of the Feywild bleeding into the material plane. Forgotten gods from a primal age, surviving the loss of their worshipers by binding themselves to the land. Whatever the truth, the Wilderhearts aren't saying, but they do have extraordinary powers within the limits of their geographical domains. In addition, the prosperity and health of a land guardian and the peace and happiness of the creatures that live in its land are inextricably bound together. Even mortal kingdoms cannot avoid a indissoluble bond with the Wilderheart that shares their land, though many rulers have tried to purge the magic of the natural world from their lands. History is sadly rife with stories of nations that successfully slew or bound their local Wilderheart, only to perish amidst unseasonable weather, blighted harvests, and the scourge of pestilence.

Land guardians are unable to leave their dominion, even the extraordinarily powerful Wilderhearts. And even within their own domain, a Wilderheart is wise not to draw too much attention to their presence. In exchange for the Wilderheart's blessings, the Wilderheart-pact warlock becomes the spirit's agent and emissary to the mortal creatures living in its lands and to other land guardians beyond its borders.

A Wilderheart-pact Warlock. Stock Art © Claudio Casini. Licensed for use.

Expanded Spell List

The Wilderheart lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Wilderheart Patron Expanded Spells

Spell Level
goodberry, speak with animals
pass without trace, spike growth
plant growthspeak with plants
dominate beast, guardian of nature(XGtE)
commune with nature, wrath of nature (XGtE)

Wilderheart's Weapon

At 1st level, you learn the druidcraft cantrip. It counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.

Additionally, you do greater harm to creatures whose existence represents a threat to the natural world or its protectors (including you). You have a pool of d6s that equals 1 + your warlock level. As a bonus action when you cast a cantrip or spell that deals damage, you can spend dice from the pool to deal additional damage to one or more creatures targeted by the spell. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). When you spend dice, you can split them between any creatures you damaged with the cantrip or spell, and you can divide the dice spent between targets in any way you wish.  You cannot spend these dice against beasts or plants.

Your pool regains all expended dice when you finish a long rest.

Wilderheart's Ward

From 6th level your physical appearance changes as you are blessed with nature's protection. Your skin becomes bark-like, though still flexible and pliant, granting you natural armor. Your Armor Class equals 12 + your Dexterity modifier + any bonuses from armour you wear or a shield you carry.

Furthermore, you may sprout thorns on your skin as a bonus action. While you are thorny, a creature suffers 1d4 piercing damage the first time per turn it attacks you with an unarmed strike or natural weapon. A creature that grapples you suffers 1d4 piercing damage when it begins the grapple, and a further 1d4 piercing damage at the beginning of each of its turns until it releases you.

Land's Stride

Beginning at 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Life Thrives

From 14th level you are attuned to the living energy of the natural world and can draw on it to revitalise yourself. You can choose not to move on your turn to instead plant roots which break through any worked surface to the earth beneath, allowing you to draw sustenance. You regain hit points equal to 1d8 + your warlock level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

You are also granted a measure of protection against decay: when you die you are automatically preserved as per the spell gentle repose.

Tuesday, 19 June 2018

5e: Symbiont Feats

The following feats are intended to give options for playing a character whose body has been possessed by a symbiotic entity. Examples from popular media include Vampire Hunter D and his Left Hand, as well as Eddie Brock and Venom.

I originally came up with this idea while thinking about warlock archetypes. I thought it would be pretty cool to play a warlock whose patron was literally sharing their body, or perhaps one who bound a minion to the warlock to watch over them. My thinking that it would be a template that you could apply to any other warlock archetype. It quickly occurred that it wasn't ideal to require the character to sacrifice core archetype features, and I realised that feats would be a better fit. That way, the warlock doesn't lose any of their archetype features.

From there it was a natural leap to the realisation that feats open up symbiont creatures to characters of other classes. As such the feats presented here can be taken by anyone, but they still have a lot of additional story potential for warlocks.

Symbiont Intelligence

Symbionts are assumed to be intelligent examples of their creature type, and their motivations and desires should be handled as you would any other NPC. However, it's possible that some oozes, plants, and maybe even symbionts of other types are creatures of instinct rather than reason. Such symbionts still have motivations, though they are usually simpler. Survival and reproduction are typical goals for a creature of instinct, but they may also be compelled to return to a specific location or creature or fulfill a particular task.

I recommend the DM give a symbiont statistics as though it were a sentient magic item, as described in the Dungeon Master's Guide, with the host in the role of the "wielder". If you've decided the symbiont is a creature of instinct, note that it only ever communicates with the host by transmitting emotion. Meanwhile, an intelligent symbiont communicates telepathically with the host. The symbiont shares the host's senses.

Symbionts are usually on board with whatever a player character wants to do as long as it doesn't directly oppose their own goals. If the host and the symbiont do come into active opposition, use the rules for conflict with sentient magic items as your guideline for resolution.

If the host and the symbiont are regularly at odds, the symbiont may decide to leave the host. This is a matter left solely to DM discretion, though it is recommended to give the player clear warning signs that it may be coming.

When the symbiont leaves a host they regain all instances of Ability Score Increase the player has spent on symbiont feats. You may allow the player to retrain the feats, though I personally think spending them to increase ability scores puts less strain on the fiction.

Warlocks and Symbionts

This is just a bit of theory-crafting on the subject, but I don't think a warlock patron would abide their warlock forming any other kind of bond that grants them power. In my game, a warlock player wanting to take symbiont feats would be limited to choosing a symbiont of the same creature type as their patron (fey for the Archfey, aberration for the Great Old One, fiend for the Fiend, and so on). The symbiont would be one of three things: a lesser creature of that type in service to the patron, an aspect/simulacrum of the patron, or the patron themselves. Other types of creatures attempting to form a symbiosis with a warlock would either find the warlock protected against them or would be quickly discovered and forced out by the patron.

You can choose to handle it however you want, of course. If a player really wants to be torn between two conflicting masters, feel free to let them!

A druid with fungal plant symbiont. Stock Art © Brett Neufeld. Licensed for use.

Symbiont Feats


You share your body with a symbiont, an entity that thrives as long as it is bound to you, and gifts you with unusual powers. Choose one of the following origins for your symbiont: aberration, celestial, dragon, fey, fiend, plant, ooze, or undead.

Your symbiont grants you the following benefits:
  • Increase your Constitution and Intelligence scores by 1 each, to a maximum of 20.
  • For the purpose of all game effects you count as both a humanoid as well as a creature of your symbiont's type.
  • You must eat and drink twice as much as a member of your race normally requires.
  • As a bonus action you can cause your symbiont to manifest any physical features granted by additional symbiont feats you have selected. You choose which physical features manifest. You can spend another bonus action to cause some or all manifested physical features to disappear.


Prerequisite: Symbiont, symbiont must be of the aberration type.

The aberrant nature of your symbiont transforms your own body. You gain the following benefits:
  • You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. If you have the Awakened Mind feature or already possess telepathy through any other feature, the range of your telepathy instead increases by +30 feet. When you make telepathic contact with a creature, your symbiont learns everything you do, and it can also join the conversation if it wishes.
  • You have advantage on saving throws against the frightened condition.
  • If you take an Attack action, you can spend a bonus action to allow your symbiont to briefly manifest a tentacle or other grotesque feature and make an attack of its own against a creature within 5 feet. On a hit, the target suffers psychic damage equal to 1d6 + your Charisma bonus.

Aura of Power

Prerequisite: Symbiont, symbiont must be of the celestial, dragon, fey, or fiend type.

Your symbiont's own supernatural potency seeps into you. You have the following benefits:
  • Increase your Charisma score by 1, to a maximum of 20.
  • You can add your Charisma bonus to your AC instead of your Dexterity bonus if it is higher.
  • You can roll a Wisdom or Charisma saving throw with advantage. Once you've used this feature, you cannot use it again until you complete a long rest.

Binary Constitution

Prerequisite: Symbiont.

Thanks to your symbiont, you are exceptionally hale. You gain the following benefits:
  • You have resistance to poison damage.
  • You have advantage on Constitution saving throws.


Prerequisite: Symbiont, symbiont must be of the celestial type.

The celestial nature of your symbiont transforms your own body. You gain the following benefits:
  • You possess a healing touch. As an Action, you can touch a creature to immediately restore hit points as though you had cast cure wounds, requiring no verbal or somatic components (other than the touch itself). For the purpose of your healing touch, you are treated as though your character level is your caster level, and that you cast cure wounds in the highest slot available to you, up to a maximum of 5th level. The target may also immediately make a saving throw against each of the following that may be affecting them: a curse, disease, poison, blindness, or deafness. Once you've used this feature, you cannot use it again until you complete a long rest.
  • You have resistance to radiant damage.
  • As an action you can emit bright light in a 20-foot radius and dim light for an additional 20 feet. You can cause the light to fade as another action.


Prerequisite: Symbiont, symbiont must be of the undead type.

The undead nature of your symbiont transforms your own body. You gain the following benefits:
  • When you make an unarmed attack, you can choose to deal necrotic damage instead of bludgeoning damage.
  • You have resistance to necrotic damage.
  • You have advantage on saving throws against Life Drain.

Deteriorating Touch

Prerequisite: Symbiont, symbiont must be of the ooze or undead type.

Your touch is deadly. You gain the following benefits:
  • When you deal acid or necrotic damage with an unarmed attack, you deal 1d8 damage (unless you already do higher damage).
  • No more than once per turn when you attack a creature with your unarmed attack, you can force that creature to make a Dexterity saving throw, the DC of which is 8 + your Proficiency + your Constitution bonus. On a failed save, the target takes 1d4 damage of the same type as you deal with your unarmed attacks at the beginning of each of its turns. It may repeat its saving throw at the end of each turn to end the ongoing damage.


Prerequisite: Symbiont, symbiont must be of the dragon type.

The draconic nature of your symbiont transforms your own body. You gain the following benefits:
  • You have draconic scales. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
  • You have the breath weapon of a dragon of your choice. This is identical to a dragonborn's breath weapon racial feature.

Eyes in the Back of Your Head

Prerequisite: Symbiont, symbiont must be of the aberration, celestial, dragon, fey, fiend, or undead type.

You can allow your symbiont to manifest an eye or a pair of eyes anywhere on your person. While the eyes are manifested, you gain the following benefits:
  • You have advantage on Wisdom (Perception) checks that rely on sight, as well as advantage on Initiative rolls
  • You can spend your reaction to impose disadvantage on a single attack roll made against you. You must do so before the attack is rolled.


Prerequisite: Symbiont, symbiont must be of the fiend type.

The fiendish nature of your symbiont transforms your own body. You gain the following benefits:
  • You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. Magical darkness doesn't impede your vision.
  • You have resistance to fire damage.


Prerequisite: Symbiont, symbiont must be of the fey type.

The fey nature of your symbiont transforms your own body. You gain the following benefits:
  • After spending an hour or more in a creature's company and causing it to become more than superficially attracted to you, you have advantage on Charisma (Deception) and Charisma (Persuasion) checks against that creature as long as it continues to find you attractive.
  • You are proficient in Charisma saving throws, or double your proficiency bonus when making Charisma saving throws if you were already proficient.
  • You can misty step as per the spell without once per short or long rest. You require no verbal components.

Life Absorption

Prerequisite: Symbiont, symbiont must be of the plant or undead type.

You can drain a creature's essence to give you energy. You may make a melee attack to touch a creature within your reach. On a hit, that creature suffers damage as normal for your unarmed attack and you gain temporary hit points equal to 5 or your attack's damage, whichever is less.

Monstrous Maw

Prerequisite: Symbiont, symbiont must be of the aberration, celestial, dragon, fey, or fiend type.

You can allow your symbiont to manifest a mouth anywhere on your person. The mouth is a portal to an extradimensional space that can contain objects weighing no more than 250 pounds and not exceeding a volume of 64 cubic feet. On your turn you can have the mouth either swallow an object that is no larger than 8 feet in any dimension or regurgitate one item it has swallowed as a bonus action. If you attempt to have the monstrous maw swallow an item that is too big for it or that would exceed its remaining capacity, it vomits out all items it currently contains.

You may also use the monstrous maw to make a weapon attack that deals 1d6 piercing damage. You are proficient with your monstrous maw, and it has the light and finesse properties. Damage dealt by the monstrous maw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A Medium or smaller creature killed by the monstrous maw is instantaneously consumed by it; the creature is Large or larger an equivalent sized portion of it is swallowed.


Prerequisite: Symbiont, symbiont must be of the ooze type.

Your bond with an ooze symbiont transforms your own body. You gain the following benefits:
  • You can squeeze through a space large enough for a creature two sizes smaller than you. If you are medium, for example, you can squeeze through a passage that is only 1 foot and 3 inches wide.
  • It costs you only 5 feet of movement to stand up from prone.
  • You have advantage on Strength (Athletics) checks you make to climb and to grip.

Oozing Threat

Prerequisite: Symbiont, symbiont must be of the ooze or undead type.

Your ooze-like abilities grant you useful offensive and defense powers: You gain the following benefits:
  • When you make an unarmed attack, you can choose to deal acid damage instead of bludgeoning damage.
  • You have resistance to acid damage.
  • You have advantage on grapple attempts.


Prerequisite: Symbiont, symbiont must be of the plant type.

Your bond with a plant symbiont transforms your own body. You gain the following benefits:
  • You have advantage on Strength saving throws to resist forced movement or being knocked prone.
  • You have advantage on Strength (Athletics) checks you make to climb and to grip.
  • When you spend Hit Dice during a short rest you spend bathed in sunlight, you regain +1 hit point per Hit Die.

See Magic

Prerequisite: Symbiont, Eyes in the Back of Your Head, symbiont must be of the celestial, dragon, fey, or fiend type.

While your symbiont's eyes are manifested you can see sources of magic within 30 feet. You see a faint aura around a creature or object in the area that bears magic, and you learn its school of magic, if any. You don't need to see the creature or object as your ability to see its magical aura penetrates most barrier. However, this sense is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Prerequisite: Symbiont, symbiont must be of the plant type.

You are capable of emitting spores, ejecting them at one creature you can see withing 5 feet of you. Your spores require the target to make a Constitution saving throw, the DC of which is 8 + your Proficiency + your Constitution bonus. You can use one of the following abilities once per short or long rest:
  • Pacifying Spores. The target must succeed on a Constitution saving throw or be stunned for a number of turns equal to your Constitution bonus. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Poison Spores. The target must succeed on a Constitution saving throw or be poisoned for a number of turns equal to your Constitution bonus. The target is incapacitated while it has the poisoned condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Symbiont Survival

Prerequisite: Symbiont.
Your symbiont takes over to keep you safe when you cannot protect yourself. You gain the following benefits:
  • Being asleep has no negative effects on your Perception checks.
  • When you're reduced to 0 hit points or you fall unconscious, your symbiont takes direct control of your body. You immediately gain temporary hit points equal to your character level and your body regains consciousness with the symbiont in control (your own consciousness is still unconscious). The symbiont can control your body for no more than an hour, after which you lose any temporary hit points remaining. If you have no hit points when this happens you immediately return to the unconscious condition. If you were previously dying, you are dying again.


Prerequisite: Symbiont, symbiont must be of the aberration, ooze, or plant type.

You can allow your symbiont to manifest a tendril anywhere on your person. You can use the tendril in any of the following ways:
  • To make a melee attack that deals 1d4 slashing damage. You are proficient with your tendril, and it has the finesse and reach properties. Damage dealt by the monstrous maw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • To make a grapple attempt against a creature within 10 feet. You can only grapple one creature at a time with your tendril. If you have grappled a creature with the tendril, you cannot use it in any other way until you release that creature.
  • To make a standing long jump with a maximum distance of 20 feet, or to make a running long jump with a maximum distance equal to your Strength score + 20 feet, provided there is an anchor point above and roughly in the middle of the distance you're jumping. As normal, each foot of distance crossed while jumping costs 1 foot of your movement speed. If you fail to cross the distance you end your movement hanging from your tendril 10 feet below the anchor point. On your next turn, you can expend your full movement to swing back and forth and build up enough momentum to help you cross the remaining distance. You land on the far edge of the gap and your movement immediately ends.

Friday, 15 June 2018

5e Fallout: Sinister Synths!

Wow, two updates today! This one's for fans of Fifth Edition Fallout.

I bet you've been wondering when I'd next get around to updating the bestiary. Well wonder no more! As of today, synth statblocks are available on the wiki. This is a relatively small update by the standards of the past, but small batches like this is likely to be the new norm now I'm past the blitz to add enough monsters to make the game playable. Because it is a small update, I'll wait until there's a larger batch before uploading a new version of the PDF.

This update includes:


  • Gen-1 Synths
    • Synth (CR 1/2)
    • Synth Strider (CR 1)
    • Synth Patroller (CR 4)
    • Synth Seeker (CR 5)
    • Synth Trooper (CR 6)
    • Synth Assaulter (CR 9)
    • Synth Stormer (CR 11)
  • Gen-2 Synths
    • Synth Leader (CR 3)
    • Synth Eradicator (CR 14)
  • Gen-3 Synths
    • The deadly Courser! (CR 20, Legendary)

5e: Warlock Patron, The Noble Genie

Happy Friday!

Today I have a first pass at a new warlock archetype: The Noble Genie patron.

According to the Monster Manual, "Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant." Sounds like such a perfect fit for a Warlock patron to me that it's honestly surprising there hasn't been an official take on this by now!

The most difficult part of putting this archetype together was populating the patron bonus spells. It didn't really feel appropriate using just one list for all four types of genie, so the archetype ended up with four. It was impossible to populate these lists and the archetype's cantrip access using just the Player's Handbook, especially as many of the spells the genies that inspired these archetypes get are already on the Warlock class list. To round out the lists I also sourced spells from the free Elemental Evil Player's Companion (which means versions of them are probably also in Xanathar's Guide to Everything, but I didn't double check). So while you can't get by with just the core book, you can at least get by without buying another book. As a general principle, when I found myself choosing between good options from both sources, I gave preference to the option from the Player's Handbook.

By the way, some of the spells in my recent article Six Fire-Themed Spells are options for warlocks and make a great fit for a Noble Genie warlock bound to an Efreeti patron!

An Efreeti Noble Genie Warlock. Stock Art © Brett Neufeld.

The Noble Genie

You have made a pact with a noble genie, a creature of primordial magic whose power towers even over other genies. Such a being is more than happy to grant a wish, for a price, and a simple desire for power is one of the easiest wishes of all to resolve. Noble genies are cunning, and the price they demand is often far greater than a careless wish-maker realises. For the price of a lifetime of power, they may find themselves serving the noble genie for that lifetime, executor of its intermittent whims.

Your patron might be a Dao, a Djinni, an Efreeti, or a Marid.

Expanded Spell List

The Noble Genie lets you choose from an expanded list of spells when you learn a warlock spell, dependent on the type of genie your patron is. The following spells are added to the warlock spell list for you.

Noble Genie Patron Expanded Spells

Spell Level
Dao Spells
Djinni Spells
Efreeti Spells
Marid Spells
earth tremor, longstrider feather fall, thunderwave burning hands, faerie fire create or destroy water, fog cloud
earthbind, maximilian's earthen grasp dust devil, levitate enlarge/reduce, flaming sphere melf's acid arrow, snilloc's snowball swarm
erupting earth, meld into stone call lightning, wind wall fireball, melf's minute meteors water breathing, water walk
stone shape, stoneskin freedom of movement, storm sphere fire shield, wall of fire control water, watery sphere
passwall, wall of stone cloudkill, control winds flame strike, immolation cone of cold, maelstrom

Elemental Affinity

Starting at 1st level, you receive an elemental boon from your noble genie patron. A cantrip you learn as part of this feature counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.
Dao. You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone, as well as Constitution saving throws against the petrified condition. You also learn the mold earth cantrip.
Djinni. You have lightning resistance, and you also learn the gust cantrip.
Efreeti. You have fire resistance, and you also learn the control flames cantrip.
Marid. You have cold resistance, and you also learn the shape water cantrip.

Heart's Desire

From 6th level, you are blessed with good fortune by your patron. You have a pool of Desire dice which includes a number of d6s equal to your proficiency bonus. When you make an ability check or a saving throw you can roll any number of these d6s, and add the highest result to your roll. You can choose to spend Desire dice after seeing the initial roll but before any of the roll’s effects occur.

You regain one of your spent Desire dice when you finish a short rest and refresh your pool completely after you finish a long rest.

Elemental Master

Beginning at 10th level, your patron teaches you how to summon elementals to do your bidding. When this feature you cast the conjure elemental, requiring no material components, but you are limited to conjuring a specific type of elemental dependent on the type of genie your patron is.
Dao. You summon an Earth Elemental.
Djinni. You summon an Air Elemental.
Efreeti. You summon a Fire Elemental.
Marid. You summon a Water Elemental.
Once you use this feature, you can’t use it again until you finish a long rest.

Last Wish

From 14th level you are protected from fatal consequences by the magic of your patron. When you have to make a death saving throw at the start of your turn, you can instead regain hit points equal to half your hit point maximum, and then stand up if you so choose. Until the end of your next turn, all hostile creatures inexplicably suffer disadvantage on their attack rolls against you.

Once you use this feature, you can’t use it again until you finish a long rest.

Friday, 1 June 2018

5e: Wasteland Wares - Post-Apocalyptic Equipment!

When I first wrote Wasteland Wanderers, I didn't really think of anything more than a one-off. The idea was simply to create a set of classes and archetypes that would be a perfect fit for Fifth Edition Fallout and other Post-Apocalyptic games as a superior option to reskinning the fantasy-themed classes of the core 5e game.

But player classes are just one small part of any game, and it dawned on me that there were further helpful resources for Post-Apocalyptic play yet to be written. So I began to write them...

Today I'm announcing Wasteland Wares, but post-apoc fans might be interested to know I've also already written a chunk of the next entry: Wasteland Woes will contain creatures, traps, and rules for weather and hazards encountered in various types of wastelands including radioactive wastes, deserts, frozen wastes, and water worlds. After that, I've got further plans for a fourth supplement called Wasteland Wheels, which will include vehicle rules and statblocks so the Mad Max fans out there can get their fix.

Wasteland Wares - Out Now!

Wasteland Wares is the second installment in the series I call "Wasteland Worlds" in the privacy of my own head. As of the time you're reading this, it's been released and is available right now on It's 76 pages worth of items and rules, including:
  • Guidance on the Wasteland economy, power sources, damage types, and resource scarcity.
  • Rules for radiation sickness, addiction, and dehydration and starvation.
  • Lists of armour, power armour, weapons, armour and weapon modifcations, explosives, chems, food and drink, a masses of miscellaneous gear, and Wasteland trinkets.
  • A sample of robots.
  • Rules for cybernetics enhancements and implants.
  • Weird properties you can add to weapons and armour.

Some of that sounds familiar...

If you're thinking that, you're right. I'm not trying to play anyone for a fool here—if you choose to purchase Wasteland Wares you'll find a lot of content that is reproduced from game mechanics originally appearing in Fifth Edition Fallout, whether it be weapons and modifications or rules for radiation sickness, starvation, and dehydration. The reproduced content couldn't be left out of a supplement intended to be a complete resource, and it would have been crazy to try and reinvent the wheel on my own work.

So why should anyone purchase Wasteland Wares, when a fair portion of it is already available for free in the Fifth Edition Fallout rules?

Simply put: You don't have to. There is a lot that Fifth Edition Fallout is missing, and Wasteland Wares fills in some of those gaps, but you can get by without it just fine. Just ask DumpStatCharisma and Forgebreaker Gaming, two gaming groups that have streamed games of Fifth Edition Fallout using the rules as-is.

But Wasteland Wares is here for you if you want:
  • A table and descriptions of miscellaneous Post-Apocalyptic gear (over 100 items)
  • The prices of Wasteland crops, livestock, and common types of robot.
  • What you'll pay to hire someone as a courier, an entertainer, a labourer, or a servant.
  • How much it costs to visit the local doctor, have a haircut, or get your boots repaired.
  • The option for player characters to self-improve with cybernetics, and rules for risks encountered during surgery and after-care.
  • Revised and expanded rules, including an alternative method of handling radiation poisoning from damage received, as well as an abstract method for dealing with ammo.

You could also choose to look at purchasing Wasteland Wares as a way to support the considerable work and passion I've thrown into Fifth Edition Fallout, in which case, I sincerely appreciate it!

Wasteland Wanderers Update

If you've previously purchased Wasteland Wanderers, you'll want to download the latest copy of it as its also been updated today! The important changes are some tweaks and clarifications to the Scientist class, but the PDF has also received a design overhaul to match the look of Wasteland Wares and future entries in the product line.

Thursday, 24 May 2018

5e: 11 Magic Items For Mounts

The following selection of magic items are intended not for your characters, but rather the animals they ride.

Caparison of Pageantry

Wondrous item, Common

While your steed is wearing this layer of decorative cloth, you can use a bonus action to changes its appearance, including style, design of patterns or symbols, colour, and its apparent quality.

Fiery Horseshoes

Wondrous item, Rare (requires attunement by a mount)

These iron horseshoes come in a set of four. They are blackened, as though scorched.

When wearing these horseshoes, your horse adds 2d6 fire damage to every attack it makes with its hooves. Furthermore, its hooves attacks are magical.

Foul Barding

Armour (any barding), Rare

This dark, forboding barding bears a strong resemblance to eithere a fiendish creature or something alien from the Far Realms.

The barding has 3 charges. While it is worn and attuned by your steed, you can use an action and expend 1 charge to cause each creature within a 30-foot radius of the mount to make a DC 15 saving throw. On a failed save they become frightened of the mount for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from the mount as it can, and it can't willingly move to a space within 30 feet of the mount. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The barding regains 1d3 expended charges daily at the stroke of midnight.

Gleaming Barding

Armour (any metal barding), Common

This barding gleams like new, seeming to repel any signs of dirt or tarnish.

Horseshoes of Falsehood

Wondrous item, Common

These iron horseshoes come in a set of four. There is nothing untoward about their appearance.

When you shoe your horse with these items, you choose one four-legged, large-sized creature. While the horse wears the horseshoes you can choose whether it leaves normal tracks or those of the chosen creature.

Horseshoes of Sharpness

Wondrous item, Uncommon (requires attunement by a mount)

These iron horseshoes come in a set of four. They cut deep if touched carelessly.

When wearing these horseshoes, your horse adds 1d6 slashing damage to every attack it makes with its hooves. Furthermore, its hooves attacks are magical.

Horseshoes of Surety

Wondrous item, Uncommon (requires attunement by a mount)

These iron horseshoes come in a set of four, and are grooved on one side.

When wearing these horseshoes, your mount ignores nonmagical difficult terrain, and has advantage on ability checks it makes to keep its balance or grip on a surface.

Saddlebags of Substantiality

Wondrous item, Rare

These resemble a pair of finely made saddlebags. However, each contains an extradimensional space.

Each bag can hold up to 10 cubic feet or 100 pounds of material, not exceeding a volume of 2 cubic feet. The saddlebags always weigh only 8 lbs. no matter what they contain.

Placing an object in a saddlebag follows the normal rules for interacting with objects. Retrieving an item from the saddlebag requires you to use an action. When you reach into a saddlebag for a specific item, the item is always magically on top.

The saddlebags have a few limitations. If one is overloaded, or if a sharp object pierces it or tears it, the saddlebag ruptures and is destroyed. The enchantment on the other saddlebag fails immediately, and if it contains heavier or larger items than a normal saddlebag could contain it is also destroyed. The contents of a destroyed saddlebag are lost forever, although an artifact always turns up again somewhere. If a saddlebag is turned inside out, its contents spill forth, unharmed, and the saddlebag must be put right before it can be used again. If a breathing creature is placed within the saddlebag, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Placing the haversack inside an extradimensional space created by a bag of holding, handy haversack, portable hole, another saddlebag of substantiality, or any similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Summoning Whistle

Wondrous item, varies (requires attunement by a mount or animal companion)

This unassuming whistle holds great magic. When you blow it it is silent, but your loyal steed or animal companion hears and obeys your summons.

Once the whistle is attuned to a creature it can be blown to summon that creature to your current location. The creature is teleported, arriving at the beginning of your next turn to the nearest level ground where they can safely appear.

Three varieties of Summoning Whistle exist:

The Lesser Summoning Whistle is an Uncommon item. It summons the creature from anywhere on the same plane as yourself, but brings them as is. If they aren't prepared and already wearing barding, saddle, and other items when you summon them, they arrive without those items.

The Greater Summoning Whistle is a Very Rare item. It summons the creature from anywhere on the same plane as yourself. When you attune the whistle you can designate four items that appear along with the creature, miraculously equipped: a saddle, a set of barding, a set of horse tack, and a set of saddlebags. You can re-attune the whistle to change the designated items.

The Planar Summoning Whistle is a Legendary item. It summons the creature from anywhere, even if you're on a different plane. It is otherwise identical to the Greater Summoning Whistle.

Unicorn Tack

Wondrous item, Rare

Although called tack, this is actually a delicate silver headpiece worn on the mount's head, with a fine pendant the shape of a straight spiral horn.

Intelligent mounts don't generally consent to traditional tack, and good-aligned characters lack the hard-heartedness to try and force them. Unicorn tack is the solution. While a mount is attuned to the tack, the mount and its rider can establish telepathic contact with each other as a free action. If they wish, they may also share surface thoughts. When they do allowing them to they effectively share senses, able to react to things perceived by their partner as though they themselves had noticed.

Winged Saddle

Wondrous item, Very Rare (requires attunement by a mount)

This fine leather saddle has a small, decorative set of wings that emerge from either side of the pommel. They are decorated either to look like the bright feathers of a couatl, or mimic a fiend's bat-like wings.

While your seed is wearing this saddle, you can use an action to speak its command word. Magical wings sprout from the steed's back, and the saddle's magic also soothes the mount, implanting in its mind the knowledge, instinct, and courage to allow it to fly. The mount gains a flying speed of 90 feet for 1 hour or until you repeat the command word as an action. When the wings disappear, you can't use them again for 1d12 hours.

Tuesday, 22 May 2018

Fifth Edition Fallout Q&A

Today's blog post is for fans of Fifth Edition Fallout! I've received a few suggestions and questions since I first released the rules, and I thought I'd compile my answers here.


Why not break up the Ghoul species into Pre-War and Post-War?

I did think about it, but I couldn't think of a way to do it that I was happy with. What ability score bonuses and features would the Post-War Ghoul have? Why would they be different? I was trying to come up with diverse mechanics for mechanics sake, and it just didn't fit the lore. Ultimately the only thing different is the Ghoul's age... and a Post-War Ghoul could still be pretty ancient.

If your player wants to be a ghoul who's only recently turned and doesn't have the years of life experience that the +2 Intelligence is supposed to represent, consider just flipping the bonus: +2 Con, +1 Int.

Will there be backgrounds that reference the NCR, the Master's Army, New Vegas, a generic wastelander background, and the gangs at New Vegas?

I think all of these except perhaps "generic wastelander" are technically covered by using or slightly adjusting existing backgrounds. I'd certainly like to add more backgrounds for specific in-game factions, but it's not a priority right now as I think modifying the existing Fifth Edition Fallout backgrounds, or clever reskinning of the D&D game's available backgrounds, ought to cover most other concepts. My number one task for Fifth Edition Fallout for the time being is still to complete the bestiary.


Will you add the weapons and armour from previous games?

Weapons: Yes, if they're unique enough or there is design space for them between other weapons. But:
  1. I don't consider it a high priority as there's a very good weapon selection already.
  2. One issue is how to integrate them with the Fallout 4 style modification system. Adding weapons from older games leaves me in the position of deciding for myself what modifications that weapon can have. That's why so far I've only added the .357 revolver (which was easy to rule as having similar modification access to the .45 revolver) and the K-9000 (a unique heavy weapon with no modifications).

Armour: No plans to add more. The piecemeal armour system is deliberately generic so you can describe your light, medium, and heavy armour pieces as whatever you want them to be. I'm fairly confident that all canonical power armours are also represented when you factor in the available modifications. If I'm wrong, do tell me.

Will you be adding legendary weapon modifications? What about implants?

Whether I need to add either is something I've honestly gone back and forth over.

On the one hand, it'd be pretty easy for a GM who wanted to include either to treat them as magic items (or in the case of implants, perhaps "supernatural gifts" from DMG pg. 227). A D&D GM can easily add fire damage to a weapon to make a legendary gun without me showing them how!

On the other hand, I can see the value in providing a list so that each GM doesn't have to do the work for every campaign. So perhaps I will at some point. For now, the priority is the monster statblocks.

Should there be a medium helmet to go with medium armour? It seems like you can't complete the medium armour set.

No, this is intentional. Helmets are not treated as part of a complete armour set. A "set" includes the chest piece and all four limbs. That's why the rules list Light Armour, Medium Armour, and Heavy Armour, then Helmets and Shields as separate categories. Shields and helmets are worn optionally and can be worn with light, medium, or heavy armour.

Technically there is a "heavy helmet", but that's a modification to the standard helmet rather than its own category. Making a helmet heavy is bulking them out (making them unwieldy). For instance a wastelander taking an American Football helmet and bolting metal plates to it, or something similar.

Neither type of helmet affects that rule. A set of armour includes the chest piece and all four limbs. That's why the rules list Light Armour, Medium Armour, and Heavy Armour, then Helmets and Shields as separate categories. I've added a note to that effect.

The hunting rifle uses .308 and deals 2d6 damage. Its caliber can be upgraded to .50 to deal 2d8 damage. The combat rifle deals 2d8 damage and its caliber can be upgraded to .308 to deal 2d8 damage. What gives?

The ammo type is only part of the formula for the weapon's damage potential. Actually calling it a formula is misleading, though there are some rules I abided by when designing these weapons. But not all of it was logical, some of it involved my gut. When converting from the video game stats I had to make best guesses at things like damage dice, considering game balance, and bend a bit in the interests of a varied and reasonably balanced weapons table.

Hunting Rifle vs Combat Rifle is a good example actually, because the Combat Rifle in Fallout 4 deals 33 damage to the Hunting Rifle's 37. So why flip the damage so that the Combat Rifle is more powerful in 5e Fallout? That's because the video game also has a Fire Rate stat, and the Combat Rifle's was 33 vs the Hunting Rifle's 3. It's hard to model in 5e's action system, but the Combat Rifle's overall damage was higher.

2d6 is also decent damage for what you might call the "Tier 1" weapons - weapons that PCs might reasonably be carrying at game start. Notice how the hunting rifle's the only weapon on the Rifles table with a cost under 100 caps! This makes it much more feasible as a starting weapon. The other rifles in the table can generally be imagined as "Tier 2" weapons (with the Gauss Rifle and Railway Rifle making up a "Tier 3"). Low CR raiders tend to carry pipe weapons, so it might be a little while before a player can afford or loot one to replace their hunting rifle... and even then, it still might be worth keeping around for its long range advantage, particularly for a sniper type character.

Speaking of, if you happen to be combining Fifth Edition Fallout with my Wasteland Wanderers supplement, another facet gets added to the hunting rifle's value. It arguably becomes the most attractive choice for the Scout's Old Reliable class feature.

One of our players is seeking a high powered sniper style weapon, see the Anti-Materiel Rifle from Fallout: New Vegas. Do you have any intention of adding a rifle that has the base caliber of .50?

You can build a high powered sniper rifle using the existing rules. And actually, that high powered sniper rifle is a pretty good match for the Anti-Materiel Rifle!

I would choose the hunting rifle as the base for this sniper rifle because it results in the most accurate model of the Anti-Materiel Rifle. Apply the following mods:

  • Caliber upgrade to .50. This is actually correct for the materiel rifle we're trying to build and increases the damage to 2d8.
  • Hardened receiver. this adds +1 damage per damage die. It's essentially increasing the weapon's average damage to the same as 2d10 while also increasing the minimum possible damage from 2 to 4.
  • Long barrel. Increases both short and long range by 20 feet.
  • Any kind of Scope. Doubles the short range, and causes the weapon a third d8 on a critical hit.
  • Large Magazine. Doubles the ammo capacity from 5 to 10. Technically the materiel rifle had 8, but who's quibbling?

At this point, our Anti-Materiel Rifle's damage is:
Base damage: 4-18 (avg. 11) per hit.
Critical damage: 6-27 (avg. 16.5) per crit.

That's pretty powerful! Without factoring in the sniper themselves, too. Assuming any competent sniper has at least a +3 Dex, that sniper would actually be doing 7-21 (avg. 14) or 9-30 (avg. 19.5) on a crit. At their best, the sniper would have a +5 mod so it'd be 9-23 (avg. 16) or 11-32 (avg. 21.5)!

If I were to add an actual entry to the the weapons table for the materiel rifle (which I'm on the fence about considering I've figured out how to make one with the existing rules), I'd probably aim to make its stats similar to the highly modified hunting rifle described above, but applying the design principles underlying the rest of the base weapons on the table, so it wouldn't be an exact match. the other weapons and wouldn't end up an exact match.

The stats would be as follows:
Price: 5,600 caps (not available for sale from most vendors).
Damage: 2d10 piercing
Weight: 20 lb.
Ammo: .50
Range: 170/255
Other Properties: Reload (8 rounds), two-handed
Allowed Modifications: Night Vision Scope, Recon Scope
Special Properties: The Anti-Materiel Rifle comes with a Scope as standard, increasing its short range (already included in its range) and causing it to deal an additional die of damage on a critical hit.

Given the extremely high price of this item, I'd consider giving it another special property - dealing double damage to objects, including vehicles and power armour pieces.

Can my character replace a tool proficiency, such as the handheld musical instrument granted by the Courier background, to be proficient in a Pip-Boy?

They're both tool proficiencies, so technically yes, but it'd ultimately be up to your GM. For what it's worth, it is considerably more useful to have Pip-Boy proficiency than knowing how to play a harmonica (provided you own a Pip-Boy of course), and starting with a Pip-Boy is meant to be a big part of the attraction of the Vault Raised background.

Yes, the Courier gets a Pip-Boy at the beginning of New Vegas. But convenient amnesia aside, they aren't actually a 1st level character. Really they're an experienced traveller who receives a Pip-Boy as a quest item from Doc Mitchell, probably a few levels into their adventuring career. Doc Mitchell had the Pip-Boy because he was Vault Raised. The Courier receives his/her Pip-Boy from Doc Mitchell, who was Vault Raised.


In 5e being Prone and attacking with a ranged weapon gives disadvantage, but my players are thinking that it shouldn't since firearms are very different. What are your thoughts?

Ultimately, this is definitely a GM call but I'm happy to stick my oar into the debate.

The TL;DR version of my opinion is "the RAW is normally fine, but consider context".

  1. The game already has similar weapons to firearms - crossbows (and actual firearms if you consider the optional rules in the DMG). WotC didn't think either of these needed different Prone rules.
  2. Mostly when you end up prone in a combat scenario it's because you were knocked down by an enemy, not an advantageous position to attack from regardless of the weapon you wield.
  3. Combats are generally assumed to take place with the participants either on top of each other or relatively short distances apart. At these distances, even if you go prone deliberately and carefully line up your shot, you're basically aiming at people's legs and you'll not be able to react as fast to your targets moving around as you would if you were on your feet. You might also find yourself dealing with a lot of cover, since 1/2 cover is often low walls/fencing etc.
So in short, I think in most scenarios it's fine for prone to impose disadvantage.

However, if the character is in a high place overlooking the scene, if they've got a tripod or some other appropriate rest for the barrel of their weapon, then they're in a perfect position. Context would probably suggest the disadvantage should not apply. And that'd be fine, and the ruling I'd make in that scenario. I'd make the same ruling for a crossbow wielder in 5e!

Got questions of your own?

Do you have any questions about Fifth Edition Fallout? Please leave a comment or drop me a line on twitter!

Sunday, 6 May 2018

Spilled Ale Studios: State of the Spilled Ale Address

Things have been a bit quiet on the blog front, and I think it's high time I post an update! There's a few reasons I've not been as proactive with blog content as I would like to be, some personal, others because of productivity in other areas. It's on these latter I'd like to focus—so, what have I been up to?

Those of you who follow me on twitter likely already know that Spilled Ale Studios has not been completely off the grid. I've pushed a few products out in the last few months. Back in mid-March I posted an update about Heroes of Song and the first issue of Monstrous Monograph. Since then, without any fanfare on the blog, another issue of Monstrous Monograph was released.

Monstrous Monograph: Humanoids Volume I

This volume of the Monstrous Monograph is slightly larger than previous installment, clocking in at 12 pages. This time the focus is on new humanoid species, grouped by theme—specifically, all four of the included species might be found living in or around deserts and arid plains.
  • Anubans are a species of jackal-like humanoids inspired by ancient egyptian culture and the egyptian pantheon. Anubans believe Anubis, the god of the afterlife, to be head of the pantheon (rather than Ra-Horakhty), and they look forward to the day they will join their creator in the underworld. As such, they have no fear of death. Anubans make no distinction between arcane and divine magic, believing both to be gifts from the gods. As such anuban priests practice wizardry. Statblocks include the CR 3 Anuban Priest, the CR 7 Anuban High Priest, and the CR 3 Anuban Tomb Watcher, a kind of guardian mummy that protects the tombs of important anuban figures. 
  • Bardar are a race of energy vampires who can absorb the life of a person simply through touch. They believe themselves a superior species, and are a greedy, selfish breed. They dwell in imposing walled cities, and are universally despised by their neighbours due to their proclivities toward conquest and slave-taking.    Statblocks include the CR 2 Bardar Tempest, elite soldiers drawn from the lesser aristocracy, and the CR 3 Bardar Fury, brutal martial artists who act as enforcers for the Autocrat.  
  • Khione are a planetouched bloodline descended from the Dao, genies of Earth. Though as flexible as normal flesh, their bodies resemble stone, giving them the appearance of living statues. Khione society is matriarchal, and the vast majority of their culture's positions of power and influence belong to women. Statblocks include the CR 5 Khione Cyclone, a scimitar-wielding dervish, and the CR 6 Khione Priestess.
  • The CR 2 Kisarans are seminomadic feline humanoids. They are exceptional hunters, training with a bow from childhood. Master archers, kisarans head out on a ritual hunt as a rite of passage into adulthood. Some never return, instead choosing to explore other lands. Such individuals invariably end up as mercenaries, earning their way with their exceptional archery skills. 
  • Included statblocks represent the most unique members of a given race's society. For more varied encounters with members of these species, pair the statblocks here with others from the monstrous manual's Appendix B: Nonplayer Characters. 
There's a bit of extra content in this one, too! Because all the "monsters" this time are humanoid, I decided to include racial bonuses in case you want to allow them as player options. In addition, some of the statblocks use new spells, the rules for all of which are fleshed out in an appendix, "Monstrous Magics". The appendix includes four new cantrips and spells: earthlord's fury, sand blast, sand shell, and sand sword

Elminster's Eldritch Esoterica: Power of Blood

Today, I also released the first in what I hope will become a new product line providing supplementary rules for unconventional magical practices.

Elminster is, of course, the Archmage of Shadowdale. One of the most famous nonplayer characters of the Forgotten Realms, it's only possible to use Elminster's name thanks to the terms of the DM'sGuild license. That means you'll find this issue, and any others, exclusively on that platform.

The first volume of the new collection is Power of Blood, which provides a simple take on "Blood Magic". The idea is this: all magic has a cost, and usually that amounts to tapping some of the caster's personal reserve of magical power (spell slots). However, some spells are particularly draining. Over the course of millennia, spellcasters have learned to pay magic's price in other ways so such spells don't drain too much of their power. These sacrifices have become material, codified as material components of significant value (those with gold piece values). However, there are other ways to pay the toll of such draining spells. Perhaps the oldest method is sacrificing some of one's own vitality, or stealing that life force from others.

Power of Blood provides rules for using one's own hit points to offset the absence of a material component. Also included is guidance for stealing the blood of others, including use of the blood of an enemy mid-battle.

Valiant Vigilantes!

I've begun work on a game of superheroic roleplaying intended to let the group play members of a non-powered crimefighting team (think Batman and the other members of the "Bat Family"). I'm building the rules using Cortex, the system by Cam Banks of Magic Vacuum Design Studio, who developed it for Margaret Weis Productions. Variations of Cortex have been used in many RPGs for licensed properties including Firefly, Leverage, Smallville, and Marvel Heroic Roleplaying (the latter two proving it works just fine for superheroic play!). As with D&D's OGL, there's a community creator program for Cortex which I'm taking advantage of. A new toolkit version of the system—Cortex Prime—is also due to release very soon! My current aim for Valiant Vigilantes! is to finish the rules and get most of the writing done asap, then seek funding (eg. via Kickstarter) for art, an editor, etc. The goal is that the finished product will be released as PDF and print on demand (with the kickstarter including backer options that include a print on demand voucher). This push is probably the largest reason for my relative inactivity here on the blog.

Okay, so what about Fifth Edition Fallout?

Great question! I've definitely not forgotten about Fifth Edition Fallout, but I'm not working on updates at the same feverish pace I was maintaining before.

At this stage, Fifth Edition Fallout is completely usable:
  • A fully functioning rules hack.
  • Plenty of player options, eg. backgrounds, lots and lots of equipment, and exhaustive advice on which official classes and archetypes can work for post-apocalyptic play, along with how to adapt them.
  • Optionally, my Wasteland Wanderers product replaces the core game's classes and archetypes with options suitable for post-apocalyptic play. Naturally, this product works perfectly combined with Fifth Edition Fallout, enhancing the hack yet further.
  • At last count, 273 monster statblocks! Not including a few variant options described in sidebars.
  • Did I mention the 1st-level adventure I wrote, A Date With the Queen? Well I probably should. It's a good way to start your campaign or to test out the rules before you get going with your own.

Is there more I can add? Sure. A few people have mentioned backgrounds or weapons they'd like to see added, and there are types of monsters and NPC factions missing from the bestiary (the Enclave and Synths, for instance). And I sure as heck want to keep fleshing out my homebrew setting, Fallen Britain. Do I need to add any of that urgently? I'm pretty sure I don't. With the sheer amount of included content, a GM can already run a campaign for a good long time without having to worry about what's missing. A few GMs already are!

If you've not discovered it yet, may I draw your attention to the DumpStatCharisma crew's King's Ransom? They've set their game in the wasteland of Seattle, and are having a nuclear blast!

That's not all! Forgebreaker Gaming have announced their own game: The Brotherhood. They've decided to modify the rules somewhat for their game (which is fine by me—Fifth Edition Fallout is a rules hack, by all means hack it some more!), but the work I've done is right there at the core.

I'm surprised and humbled that two streaming groups have already adopted Fifth Edition Fallout! At the same time, I hope that in the fullness of time they won't be the last! There's a lot of overlap between love of D&D and love of Fallout. How awesome would it be for this to become a genre of play that pops up fairly regularity, and for my rules to be a part of that? Fingers crossed!

Anyway, back to the point—I'm by no means abandoning Fifth Edition Fallout. I just believe it's reached a point where it actually works as is, even if it's not reached its final form. I can safely slow down from the mad rush that was my previous pace, and I really ought to. One thing I must always remember is that developing Fifth Edition Fallout is fun, but it's never profitable. As someone else's IP, I can never dream to profit from the work I've done here. I don't regret it, and I won't regret future development, but I have to remember that it's okay to put my own projects first.

In the meantime, I'm considering opening up a section of the wiki for homebrewed content. That way, anyone GMing Fifth Edition Fallout who ends up creating a statblock or anything else that's missing from the "official" rules can share it with the community.

Speaking of Fifth Edition Fallout, are you guys going to finish The Hunt for Spring-Heeled Jack?

That's still very much the plan.

If I were to stream a longterm campaign of Fifth Edition Fallout, which I'd actually love to do, I'd look for a group who are more local to myself. But this particular game was envisioned as a celebration, and I wanted to invite the twitter followers who were most enthusiastic and vocal in their support of my work on Fifth Edition Fallout. As a byproduct of that the crew are very international, and some of them have a lot of prior commitments. It's been difficult getting the group to commit to a date to continue. Providing my players remain willing, we will do so, no matter how long it takes. We will also endeavour to give a couple of weeks notice before play time, and if you do end up missing it live the videos will always be available on youtube. You can catch the first episode here, warts and all.

Thursday, 12 April 2018

5e: Six Fire-Themed Spells

Today I present 6 new spells themed around the fire type!

The spells described below belong on the following class spell lists:

Class Spell Lists

Bard Cleric Druid Paladin Ranger Sorcerer Warlock Wizard


Combustible Cones
Combustible Cones
Combustible Cones


Comforting Ember
Comforting Ember
Comforting Ember
Comforting Ember
Comforting Ember
Fire Flower
Fire Flower
Comforting Ember, Fire Flower


Leaping Flame
Leaping Flame, Scorching Corona
Leaping Flame, Scorching Corona



Stock Art © Brian Brinlee.

Combustible Cones

Transmutation cantrip | Classes: Druid, Ranger, Wizard

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute

You touch one to three cones from a conifer tree, imbuing them with explosive heat. You or someone else can make a ranged spell attack with one of the combustible cones by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the cone, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll.

On a hit, the target takes fire damage equal to 1d4 + your spellcasting ability modifier as the cone explodes on impact. If the target is not resistant or immune to fire, they are also set alight. While aflame, a creature takes 1 fire damage at the beginning of each of its turns until the fire goes out. The creature may make a Dexterity saving throw at the end of each of its turns to put out the fire. Alternatively, the fire can be put out automatically at the cost of the target's action or the action of another creature.

Whether the cone hits or misses, the spell then ends on the cone.

If you cast this spell again, the spell ends early on any cones still affected by it.

Comforting Ember

3rd-level evocation | Classes: Bard, Cleric, Druid, Paladin, Ranger, Wizard

Casting Time: 1 action
Range: Touch
Components: V, S, M (sunstone dust worth 100 gp which the spell consumes)
Duration: Until dispelled

You cause a coal, rock, or gemstone you touch to turn into a glowing ember. The ember gives off dim light out to 20 feet. It is warm to the touch and all creatures within the ember's light feel a cozy warmth whenever the ambient temperature is not already warmer.

For every twenty minutes of an hour that a creature spends in the warmth of the comforting flame while in an environment of extreme cold, the DC of that hour's Constitution saving throw against exhaustion is reduced by 3. If they spend the whole hour within the radius of the flame's warmth, the creature automatically succeeds.

When a creature completes a long rest while within 20 feet of the ember, for the next 8 hours it treats any Hit Die result of 1 or 2 as though it had rolled a 3.

If the magic of the comforting ember is dispelled, such as when it enters an area of antimagic, the ember crumbles into dust.

Fire Flower

3rd-level evocation | Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: Self (30 feet)
Components: V, S, M (a piece of charcoal, the pressed petals of a fraxinella flower)
Duration: 1 minute (concentration)

Lines of crisscrossing flame draw a flat geometric flower design in the air around you. It rapidly spins outward, growing until it fills a 5-foot-tall, 30-foot radius cylinder centered on you. The geometric pattern is denser closer to you, and harder to avoid.

The flower is divided into three concentric rings:
  • 0-5 feet from you is the inner ring, the part of the pattern where a real flower's carpels would be.
  • 6-15 feet is the middle ring, the part of the pattern where a real flower's stamens would be.
  • 16-30 feet is the outer ring, the part of the pattern where a real flower's petals would be.

A creature that enters or starts its turn in one of the rings must make a Dexterity saving throw, taking fire damage dependent on the ring on a failed save, or half that on a success.

Fire Flower Rings and Damage

Ring Fire
0-5 feet (Inner)
6-15 feet (Middle)
16-30 feet (Outer)

A creature only makes a saving throw against this spell once on each of its turns. If before its next turn begins the creature subsequently moves to a more central ring of the fire flower than the one it was in at the time it made the save, it takes an additional 1d8 fire damage but halves that damage if its most recent saving throw was a success. In other words, a creature takes appropriate damage for the ring its movement ends in before the beginning of its next turn, even when it was in a less central ring when it made its save.

A creature does not take additional damage if moving outward through the rings, as it has already taken appropriate damage for the worst ring it occupied during this round.

For instance, if a creature enters the outer ring of your fire flower and fails its saving throw it immediately take 1d8 fire damage. If the creature continues moving towards you it takes an additional 1d8 fire damage as soon as it crossed into the middle ring, and a third 1d8 fire damage if its movement ends adjacent to you, as that brings it into the inner ring.

Stock Art © Brett Neufeld.


5th-level evocation | Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: Touch
Components: V, S, M (ashes of a dozen different burned plants mixed with the dust of a fire opal)
Duration: Instantaneous

A wall of flame appears on the ground within range, then roars across the earth consuming everything in its path in seconds. The initial size of the wall of 10-foot tall, 15-foot wide, and 5 foot deep, and it must completely manifest within the spell's range. The wall then moves rapidly forward 40 feet, treating either of its wide faces as its "front", before disappearing.

Any creature touched by the flashfire before it disappears must make a Dexterity saving throw, taking 8d6 fire damage on a failed saving throw, or half that much on a success.

Leaping Flame

4th-level evocation | Classes: Sorcerer, Warlock, Wizard

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a scorched wooden charm in the shape of a leaping hart, a strip of bark from a pyrophyte)
Duration: Instantaneous

You create a handful of flame that you hurl toward a target that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 7d6 fire damage. The flame can then leap to as many as three additional targets one after another, each of which must be no more than 30 feet from the previous target. Compare your initial ranged spell attack roll against the AC of each target. If the leaping flame misses one of its targets, the spell ends immediately.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Scorching Corona

4th-level evocation | Classes: Warlock, Wizard

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of cinnabar, a small burnt stick)
Duration: 1 minute (concentration)

You summon an aura of flame that encompasses the body of a target you can see within range. The target must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half that on a success. On a failed save, the target is also surrounded by the scorching corona. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause the target to take 2d8 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial and bonus action damage both increase by 1d8 for each slot level above 4th.